Castle Lands [Quenched]

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Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

Postby pikkio on Tue May 05, 2009 7:12 pm

YEEEEEEEESSSSSSSSS!!! =D> :mrgreen:

thanx to all! i can't wait to play with this map!!! :geek:
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby Hopscotcher on Wed May 06, 2009 11:39 pm

Just throwin in my 2 cents. This looks really cool! can't wait to see it on the game list!
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby AndyDufresne on Tue May 19, 2009 1:45 pm

I'm not seeing much else to add---what does everyone else think?


--Andy
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby sailorseal on Wed May 20, 2009 11:30 am

AndyDufresne wrote:I'm not seeing much else to add---what does everyone else think?


--Andy

Agreed 100%
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby pikkio on Wed May 20, 2009 2:41 pm

sailorseal wrote:
AndyDufresne wrote:I'm not seeing much else to add---what does everyone else think?


--Andy

Agreed 100%


SO DO I !! :D
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby neanderpaul14 on Thu May 21, 2009 4:54 pm

AndyDufresne wrote:I'm not seeing much else to add---what does everyone else think?


--Andy



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Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

Postby AndyDufresne on Mon May 25, 2009 12:46 pm

thenobodies80 wrote:Pikkio made the graphic changes, as requested.
And i fixed these coordinates:

  • Savannah on the big version
  • Duke on the big version
  • Duke on the small version

Everything is right now... :D

Big version: http://img213.imageshack.us/img213/7411/castlelandsb.jpg
Small version: http://img262.imageshack.us/img262/4815/castlelandss.jpg
Xml: http://www.fileden.com/files/2009/3/21/2373685/CastleLands.xml

TNBDS


Just a clarification---are the above links to the Final images and XML?


--Andy
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby AndyDufresne on Tue May 26, 2009 2:17 pm

Pikkio, Nobodies?


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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby thenobodies80 on Tue May 26, 2009 2:51 pm

Yes!

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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby AndyDufresne on Wed May 27, 2009 12:23 pm

          Beta - Quenching

---The Final Forge period has concluded for the Castle Lands Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Lack vetoes).

Conquer Club, enjoy!
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--Andy
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Re: Castle Lands [Beta]

Postby AndyDufresne on Wed May 27, 2009 12:26 pm

Map Medals will be given out once the map is removed from BETA.


--Andy
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Re: Castle Lands [Beta]

Postby thenobodies80 on Wed May 27, 2009 12:41 pm

\:D/ YES! \:D/

i want to play this map!

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Re: Castle Lands [Beta]

Postby pikkio on Thu May 28, 2009 4:24 am

HORRAAAAYYYY!!! =D> :D
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Castle Lands' future

Postby Lupo on Thu May 28, 2009 5:44 am

Hello my friends!

I would like to congratulate with you for this nice map and the good and hard job you did.

I am really sorry about not having had enough time to read the whole 20 pages discussion about this map, so I apologize in advance if I will talk about something you're already discussed here before.

Probably, I am in late to make any kind suggestion, anyway I try to point out the following ones:


-> Personally, I believe that between the four external continents, the MOUNTAINS be the better ones to start with:

- FORESTS (5 territories, 3 borders, +3 bonus)

- MOUNTAINS (6 territories, 3 borders, +4 bonus)

- FIELDS + Savannah (8 territories, 3 borders, +5 bonus)

- DESERTS + Peak (8 territories, 3 borders, +5 bonus)


-> I would like to typify the four external continents:

- the FORESTS, inserting 1 or more rivers crossing the continent, making these waterways the only possible path to move troops across its territories;

(NOTE: eventually some of this rivers could have their wellsprings in the adjacent MOUNTAINS)

- the MOUNTAINS, inserting 1 or more extra neutral territories and 1 way borders, in order to penalize the movement inside this continent;

- the FIELDS, inserting some production bonus, similar to the "Age Of Merchants" map;

- the DESERTS, inserting a central oasis bonus and around it setting some territories with negative bonuses, something similar (on a smaller scale) to the "Oasis" map.


-> About the graphics, it would be very cool if you used perspective and someone with enough skills started to make a draft of this map.


Well, I know I am asking so much and too in late with map foundry process, but I hope you could keep this suggestion for your future update or re-make.

thank you for your attention,

Lupo
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Re: Castle Lands [Beta]

Postby AndyDufresne on Thu May 28, 2009 1:46 pm

...the army coords for "Peak" on large version of Castle lands is off


Mind looking into this?


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Re: Castle Lands [Beta]

Postby thenobodies80 on Thu May 28, 2009 1:55 pm


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Re: Castle Lands [Beta]

Postby EagleofGreenErth on Thu May 28, 2009 5:53 pm

OMG CONGRATS! Been a long journey but its well worth it!
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Re: Castle Lands [Beta]

Postby ManBungalow on Thu May 28, 2009 6:12 pm

Nice one.

It's not quite clear how you actually attack the castle....I'll hazard at guess at going through the towers.
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Re: Castle Lands [Beta]

Postby dolomite13 on Thu May 28, 2009 6:32 pm

Excellent!! I created a few games to get us started =)
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Re: Castle Lands [Beta]

Postby Hatchman on Fri May 29, 2009 9:54 am

Sorry how many spots start as neutrals?
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Re: Castle Lands [Beta]

Postby dolomite13 on Fri May 29, 2009 10:55 am

I decided to post quick links here for anyone wishing to jump into any of the games I started for this map.

--D


8 Players - 4976825 - Assassin Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976825

8 Players - 4976827 - Terminator Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976827

8 Players - 4976829 - Doubles Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976829

6 Players - 4976832 - Triples Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976832

8 Players - 4976835 - Quadruples Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976835

6 Players - 4976863 - Standard Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976863

6 Players - 4976865 - Assassin Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976865

6 Players - 4976867 - Terminator Sequential Escalating Chained
http://www.conquerclub.com/player.php?s ... gn=4976867



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Re: Castle Lands [Beta]

Postby danfrank on Fri May 29, 2009 5:06 pm

=D> =D> Well done, Men.. Nice to see this map finally make it through the webs of the foundry :P
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Re: Castle Lands [Beta]

Postby Mr_Adams on Fri May 29, 2009 9:05 pm

I find the "pass" territory rather annoying and out of place. it's almost as if it's like "oh ya, there's this thing over here, too."
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Re: Castle Lands [Beta]

Postby OlJock99 on Sat May 30, 2009 7:15 am

I'm enjoying it a lot. Well done! =D>

Only comment...making the courts worth 8 seems a little high, especially since you can control them fairly easily. Yeah, there is a lot to defend, but the paths in are protected by neutral.
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Re: Castle Lands [Beta]

Postby thenobodies80 on Sat May 30, 2009 8:01 am

Mr_Adams wrote:I find the "pass" territory rather annoying and out of place. it's almost as if it's like "oh ya, there's this thing over here, too."


Pikkio will come soon to explain you this one. ;)

OlJock99 wrote:I'm enjoying it a lot. Well done! =D>

Only comment...making the courts worth 8 seems a little high, especially since you can control them fairly easily. Yeah, there is a lot to defend, but the paths in are protected by neutral.


Yeah, the courts are very strong.
But you have to consider how they work...Courts territories are all starting positions, so you can't sart with the courts ;)
Courts are isolated by the 4 neutral bridges. But you can bombard the courts with the catapults. So i don't think it's so easy to hold this zone. :-k
Anyway we could set the bridges with only 2 neutral armies (instead of 3) if other members have concerns about courts, but i think the bonus is right.

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